Pixel-Composer/shaders/sh_simplex/sh_simplex.fsh

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//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20201014 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec2 dimension;
uniform vec3 position;
uniform int layerMode;
uniform float rotation;
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uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
uniform vec2 iteration;
uniform int iterationUseSurf;
uniform sampler2D iterationSurf;
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x * 34.0) + 10.0) * x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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uniform int colored;
uniform vec2 colorRanR;
uniform vec2 colorRanG;
uniform vec2 colorRanB;
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vec2 sca;
float itrMax, itr;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float snoise(vec3 vec) {
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vec3 v = vec * 4.;
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
float n = 105.0 * dot( m * m, vec4( dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3) ) );
n = mix(0.0, 0.5 + 0.5 * n, smoothstep(0.0, 0.003, vec.z));
return n;
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}
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float simplex(in vec2 st) {
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vec2 p = st;
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float _z = 1. + position.z;
vec3 xyz = vec3(p, _z);
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float amp = pow(2., float(itr) - 1.) / (pow(2., float(itr)) - 1.);
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float n = 0.;
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if(layerMode == 0) n = 0.;
else if(layerMode == 1) n = 1.;
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for(float i = 0.; i < itrMax; i++) {
if(i >= itr) break;
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if(layerMode == 0) n += snoise(xyz) * amp;
else if(layerMode == 1) n *= (snoise(xyz) * amp) + (1. - amp);
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amp *= .5;
xyz *= 2.;
}
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return n;
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}
void main() {
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, ntx );
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sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
}
itr = iteration.x;
itrMax = max(iteration.x, iteration.y);
if(iterationUseSurf == 1) {
vec4 _vMap = texture2D( iterationSurf, ntx );
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itr = mix(iteration.x, iteration.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
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vec2 pos = position.xy / dimension;
float ang = rotation;
vec2 st = (ntx - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca;
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if(colored == 0) {
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gl_FragColor = vec4(vec3(simplex(st)), 1.0);
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} else if(colored == 1) {
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float randR = colorRanR[0] + simplex(st) * (colorRanR[1] - colorRanR[0]);
float randG = colorRanG[0] + simplex(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randB = colorRanB[0] + simplex(st + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(randR, randG, randB, 1.0);
} else if(colored == 2) {
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float randH = colorRanR[0] + simplex(st) * (colorRanR[1] - colorRanR[0]);
float randS = colorRanG[0] + simplex(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randV = colorRanB[0] + simplex(st + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
}
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}